Fractured Worlds is a collection of 8 blue/cyan Boom compatible (cl9) maps, spanning a wide variety of themes and presenting some challenging set piece encounters and incidental combat. There are some large and small maps, and each one contains a secret fight, accessible by finding the hidden purple keycard in each level. There are 6 maps by me (7 including the anti-Underhalls map at the end) and 2 secrets maps by Scotty and Insane Gazebo, taking the map 31 and 32 slots respectively. Maps jump from tech gardens and deep caverns to grand neo-gothic architecture and abstract void spaces.
Some things to note about the wad:
Maps are balanced for pistol starts and continuous play will break the balance of the maps fairly badly (just a warning.)
The 1000 health, cyan Cyberdemons from Magnolia replaced Masterminds in this wad and differ in colour from regular Cyberdemons, who are a darker blue.
Difficulty levels have received a lot of attention in this wad, and I'd urge you to use them if you're concerned about the maps being too challenging. While Fractured Worlds is considerably more reasonable than Breathless or Entropy, with late Sunlust being my target difficulty, there are some very challenging fights on Ultra Violence, especially for blind playthroughs.
Hurt Me Plenty acts as a toned down version of UV, while Hey Not Too Rough adds teleporters to most death pits in the wad and makes certain platforming sections much easier to traverse; if you are adverse to death pits or platforming, and want a more casual experience with extra fodder to mow down, HNTR is the difficulty for you!
Lots of work went into balancing each difficulty, so it would be great to see them played!
Maps were mostly tested in Prboom-plus, and are somewhat designed around software rendering aesthetically, so I recommend it. The wad was also tested in GLBoom-plus, GZDoom and DSDA Doom. The final area of Map 5 suffers from some slight FPS drops if you play uncapped in software. While I never experienced anything below 70 FPS, it's something to be aware of.
An extra little note is that map 2 has a secret that requires an SR50 on Ultra Violence, all other difficulties can acquire it in an easier way.
Big thanks to my playtesters:
Zzul
Ribbiks
Scotty
Insane Gazebo
Loveless
Nevanos
Ancalagon
Daerik
Tourniquet
Bemused
Riff
NoReason (2 maps)
Thanks to Scotty for the HUD and Insane Gazebo for the Title and Intermission pics.
Special thanks to Ribbiks for help with the palette, dehacked, extending midis, help with compiling, and general magnanimity.
Extra credits are in the wad.
Doomworld Thread
Fractured Worlds on idgames
Screenshots:
This wad fully supports multiplayer now. Multiplayer is designed to be extremely loose, with most lock-ins built to open up after short timers to allow for players to move around the maps more easily if they die, and to avoid softlocks. All maps are compatible, and all of them have extra monsters, ammo, and health.
Tested in DSDA-Doom Version 21.3 and Zandronum version 3.0.1.
1.there is a purple teleport like thing in first level and if you stand on it health depletes,what does it do?
2.how do i get the purple key in 1st level?
3.Is Jump mode disabled in this mode?i cant jump in this levels,but can jump in vanilla doom.
1. This is an enemy teleporter, which damages you to stop you blocking it.
2. There is a secret teleporter up to the key which can be accessed via a hidden switch.
3. No jumping allowed for this wad as it is designed for boom compatibility (jumping was added as a feature for Zdoom ports, and was not in vanilla Doom, thus it is disabled for this wad.)
it would be great if you include jump ability for this WAD.i can jump in sunlust,speed doom and many other WADs,so it feels odd without jump option.
Cool wad, very teal. There were some fights 10/10
I agree with Guest it's super teal and the are at least 2 fights 11/10